#version 330 core

layout(location = 0) in vec3 pos;
layout(location = 1) in vec2 _uvCoord;

out vec2 uvCoord;

uniform mat4 modelMat;
uniform mat4 viewMat;
uniform mat4 projMat;

void main()
{
   gl_Position = projMat * viewMat * modelMat * vec4(pos, 1.0f);
   uvCoord = _uvCoord;
}